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<FONT color="green">001</FONT>    package org.bukkit.util.noise;<a name="line.1"></a>
<FONT color="green">002</FONT>    <a name="line.2"></a>
<FONT color="green">003</FONT>    import java.util.Random;<a name="line.3"></a>
<FONT color="green">004</FONT>    import org.bukkit.World;<a name="line.4"></a>
<FONT color="green">005</FONT>    <a name="line.5"></a>
<FONT color="green">006</FONT>    /**<a name="line.6"></a>
<FONT color="green">007</FONT>     * Generates simplex-based noise.<a name="line.7"></a>
<FONT color="green">008</FONT>     *<a name="line.8"></a>
<FONT color="green">009</FONT>     * This is a modified version of the freely published version in the paper by<a name="line.9"></a>
<FONT color="green">010</FONT>     * Stefan Gustavson at http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf<a name="line.10"></a>
<FONT color="green">011</FONT>     */<a name="line.11"></a>
<FONT color="green">012</FONT>    public class SimplexNoiseGenerator extends PerlinNoiseGenerator {<a name="line.12"></a>
<FONT color="green">013</FONT>        protected static final double SQRT_3 = Math.sqrt(3);<a name="line.13"></a>
<FONT color="green">014</FONT>        protected static final double SQRT_5 = Math.sqrt(5);<a name="line.14"></a>
<FONT color="green">015</FONT>        protected static final double F2 = 0.5 * (SQRT_3 - 1);<a name="line.15"></a>
<FONT color="green">016</FONT>        protected static final double G2 = (3 - SQRT_3) / 6;<a name="line.16"></a>
<FONT color="green">017</FONT>        protected static final double G22 = G2 * 2.0 - 1;<a name="line.17"></a>
<FONT color="green">018</FONT>        protected static final double F3 = 1.0 / 3.0;<a name="line.18"></a>
<FONT color="green">019</FONT>        protected static final double G3 = 1.0 / 6.0;<a name="line.19"></a>
<FONT color="green">020</FONT>        protected static final double F4 = (SQRT_5 - 1.0) / 4.0;<a name="line.20"></a>
<FONT color="green">021</FONT>        protected static final double G4 = (5.0 - SQRT_5) / 20.0;<a name="line.21"></a>
<FONT color="green">022</FONT>        protected static final double G42 = G4 * 2.0;<a name="line.22"></a>
<FONT color="green">023</FONT>        protected static final double G43 = G4 * 3.0;<a name="line.23"></a>
<FONT color="green">024</FONT>        protected static final double G44 = G4 * 4.0 - 1.0;<a name="line.24"></a>
<FONT color="green">025</FONT>        protected static final int grad4[][] = {{0, 1, 1, 1}, {0, 1, 1, -1}, {0, 1, -1, 1}, {0, 1, -1, -1},<a name="line.25"></a>
<FONT color="green">026</FONT>            {0, -1, 1, 1}, {0, -1, 1, -1}, {0, -1, -1, 1}, {0, -1, -1, -1},<a name="line.26"></a>
<FONT color="green">027</FONT>            {1, 0, 1, 1}, {1, 0, 1, -1}, {1, 0, -1, 1}, {1, 0, -1, -1},<a name="line.27"></a>
<FONT color="green">028</FONT>            {-1, 0, 1, 1}, {-1, 0, 1, -1}, {-1, 0, -1, 1}, {-1, 0, -1, -1},<a name="line.28"></a>
<FONT color="green">029</FONT>            {1, 1, 0, 1}, {1, 1, 0, -1}, {1, -1, 0, 1}, {1, -1, 0, -1},<a name="line.29"></a>
<FONT color="green">030</FONT>            {-1, 1, 0, 1}, {-1, 1, 0, -1}, {-1, -1, 0, 1}, {-1, -1, 0, -1},<a name="line.30"></a>
<FONT color="green">031</FONT>            {1, 1, 1, 0}, {1, 1, -1, 0}, {1, -1, 1, 0}, {1, -1, -1, 0},<a name="line.31"></a>
<FONT color="green">032</FONT>            {-1, 1, 1, 0}, {-1, 1, -1, 0}, {-1, -1, 1, 0}, {-1, -1, -1, 0}};<a name="line.32"></a>
<FONT color="green">033</FONT>        protected static final int simplex[][] = {<a name="line.33"></a>
<FONT color="green">034</FONT>            {0, 1, 2, 3}, {0, 1, 3, 2}, {0, 0, 0, 0}, {0, 2, 3, 1}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {1, 2, 3, 0},<a name="line.34"></a>
<FONT color="green">035</FONT>            {0, 2, 1, 3}, {0, 0, 0, 0}, {0, 3, 1, 2}, {0, 3, 2, 1}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {1, 3, 2, 0},<a name="line.35"></a>
<FONT color="green">036</FONT>            {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0},<a name="line.36"></a>
<FONT color="green">037</FONT>            {1, 2, 0, 3}, {0, 0, 0, 0}, {1, 3, 0, 2}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {2, 3, 0, 1}, {2, 3, 1, 0},<a name="line.37"></a>
<FONT color="green">038</FONT>            {1, 0, 2, 3}, {1, 0, 3, 2}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {2, 0, 3, 1}, {0, 0, 0, 0}, {2, 1, 3, 0},<a name="line.38"></a>
<FONT color="green">039</FONT>            {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0},<a name="line.39"></a>
<FONT color="green">040</FONT>            {2, 0, 1, 3}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {3, 0, 1, 2}, {3, 0, 2, 1}, {0, 0, 0, 0}, {3, 1, 2, 0},<a name="line.40"></a>
<FONT color="green">041</FONT>            {2, 1, 0, 3}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {3, 1, 0, 2}, {0, 0, 0, 0}, {3, 2, 0, 1}, {3, 2, 1, 0}};<a name="line.41"></a>
<FONT color="green">042</FONT>        protected static double offsetW;<a name="line.42"></a>
<FONT color="green">043</FONT>        private static final SimplexNoiseGenerator instance = new SimplexNoiseGenerator();<a name="line.43"></a>
<FONT color="green">044</FONT>    <a name="line.44"></a>
<FONT color="green">045</FONT>        protected SimplexNoiseGenerator() {<a name="line.45"></a>
<FONT color="green">046</FONT>            super();<a name="line.46"></a>
<FONT color="green">047</FONT>        }<a name="line.47"></a>
<FONT color="green">048</FONT>    <a name="line.48"></a>
<FONT color="green">049</FONT>        /**<a name="line.49"></a>
<FONT color="green">050</FONT>         * Creates a seeded simplex noise generator for the given world<a name="line.50"></a>
<FONT color="green">051</FONT>         *<a name="line.51"></a>
<FONT color="green">052</FONT>         * @param world World to construct this generator for<a name="line.52"></a>
<FONT color="green">053</FONT>         */<a name="line.53"></a>
<FONT color="green">054</FONT>        public SimplexNoiseGenerator(World world) {<a name="line.54"></a>
<FONT color="green">055</FONT>            this(new Random(world.getSeed()));<a name="line.55"></a>
<FONT color="green">056</FONT>        }<a name="line.56"></a>
<FONT color="green">057</FONT>    <a name="line.57"></a>
<FONT color="green">058</FONT>        /**<a name="line.58"></a>
<FONT color="green">059</FONT>         * Creates a seeded simplex noise generator for the given seed<a name="line.59"></a>
<FONT color="green">060</FONT>         *<a name="line.60"></a>
<FONT color="green">061</FONT>         * @param seed Seed to construct this generator for<a name="line.61"></a>
<FONT color="green">062</FONT>         */<a name="line.62"></a>
<FONT color="green">063</FONT>        public SimplexNoiseGenerator(long seed) {<a name="line.63"></a>
<FONT color="green">064</FONT>            this(new Random(seed));<a name="line.64"></a>
<FONT color="green">065</FONT>        }<a name="line.65"></a>
<FONT color="green">066</FONT>    <a name="line.66"></a>
<FONT color="green">067</FONT>        /**<a name="line.67"></a>
<FONT color="green">068</FONT>         * Creates a seeded simplex noise generator with the given Random<a name="line.68"></a>
<FONT color="green">069</FONT>         *<a name="line.69"></a>
<FONT color="green">070</FONT>         * @param rand Random to construct with<a name="line.70"></a>
<FONT color="green">071</FONT>         */<a name="line.71"></a>
<FONT color="green">072</FONT>        public SimplexNoiseGenerator(Random rand) {<a name="line.72"></a>
<FONT color="green">073</FONT>            super(rand);<a name="line.73"></a>
<FONT color="green">074</FONT>            offsetW = rand.nextDouble() * 256;<a name="line.74"></a>
<FONT color="green">075</FONT>        }<a name="line.75"></a>
<FONT color="green">076</FONT>    <a name="line.76"></a>
<FONT color="green">077</FONT>        protected static double dot(int g[], double x, double y) {<a name="line.77"></a>
<FONT color="green">078</FONT>            return g[0] * x + g[1] * y;<a name="line.78"></a>
<FONT color="green">079</FONT>        }<a name="line.79"></a>
<FONT color="green">080</FONT>    <a name="line.80"></a>
<FONT color="green">081</FONT>        protected static double dot(int g[], double x, double y, double z) {<a name="line.81"></a>
<FONT color="green">082</FONT>            return g[0] * x + g[1] * y + g[2] * z;<a name="line.82"></a>
<FONT color="green">083</FONT>        }<a name="line.83"></a>
<FONT color="green">084</FONT>    <a name="line.84"></a>
<FONT color="green">085</FONT>        protected static double dot(int g[], double x, double y, double z, double w) {<a name="line.85"></a>
<FONT color="green">086</FONT>            return g[0] * x + g[1] * y + g[2] * z + g[3] * w;<a name="line.86"></a>
<FONT color="green">087</FONT>        }<a name="line.87"></a>
<FONT color="green">088</FONT>    <a name="line.88"></a>
<FONT color="green">089</FONT>        /**<a name="line.89"></a>
<FONT color="green">090</FONT>         * Computes and returns the 1D unseeded simplex noise for the given coordinates in 1D space<a name="line.90"></a>
<FONT color="green">091</FONT>         *<a name="line.91"></a>
<FONT color="green">092</FONT>         * @param xin X coordinate<a name="line.92"></a>
<FONT color="green">093</FONT>         * @return Noise at given location, from range -1 to 1<a name="line.93"></a>
<FONT color="green">094</FONT>         */<a name="line.94"></a>
<FONT color="green">095</FONT>        public static double getNoise(double xin) {<a name="line.95"></a>
<FONT color="green">096</FONT>            return instance.noise(xin);<a name="line.96"></a>
<FONT color="green">097</FONT>        }<a name="line.97"></a>
<FONT color="green">098</FONT>    <a name="line.98"></a>
<FONT color="green">099</FONT>        /**<a name="line.99"></a>
<FONT color="green">100</FONT>         * Computes and returns the 2D unseeded simplex noise for the given coordinates in 2D space<a name="line.100"></a>
<FONT color="green">101</FONT>         *<a name="line.101"></a>
<FONT color="green">102</FONT>         * @param xin X coordinate<a name="line.102"></a>
<FONT color="green">103</FONT>         * @param yin Y coordinate<a name="line.103"></a>
<FONT color="green">104</FONT>         * @return Noise at given location, from range -1 to 1<a name="line.104"></a>
<FONT color="green">105</FONT>         */<a name="line.105"></a>
<FONT color="green">106</FONT>        public static double getNoise(double xin, double yin) {<a name="line.106"></a>
<FONT color="green">107</FONT>            return instance.noise(xin, yin);<a name="line.107"></a>
<FONT color="green">108</FONT>        }<a name="line.108"></a>
<FONT color="green">109</FONT>    <a name="line.109"></a>
<FONT color="green">110</FONT>        /**<a name="line.110"></a>
<FONT color="green">111</FONT>         * Computes and returns the 3D unseeded simplex noise for the given coordinates in 3D space<a name="line.111"></a>
<FONT color="green">112</FONT>         *<a name="line.112"></a>
<FONT color="green">113</FONT>         * @param xin X coordinate<a name="line.113"></a>
<FONT color="green">114</FONT>         * @param yin Y coordinate<a name="line.114"></a>
<FONT color="green">115</FONT>         * @param zin Z coordinate<a name="line.115"></a>
<FONT color="green">116</FONT>         * @return Noise at given location, from range -1 to 1<a name="line.116"></a>
<FONT color="green">117</FONT>         */<a name="line.117"></a>
<FONT color="green">118</FONT>        public static double getNoise(double xin, double yin, double zin) {<a name="line.118"></a>
<FONT color="green">119</FONT>            return instance.noise(xin, yin, zin);<a name="line.119"></a>
<FONT color="green">120</FONT>        }<a name="line.120"></a>
<FONT color="green">121</FONT>    <a name="line.121"></a>
<FONT color="green">122</FONT>        /**<a name="line.122"></a>
<FONT color="green">123</FONT>         * Computes and returns the 4D simplex noise for the given coordinates in 4D space<a name="line.123"></a>
<FONT color="green">124</FONT>         *<a name="line.124"></a>
<FONT color="green">125</FONT>         * @param x X coordinate<a name="line.125"></a>
<FONT color="green">126</FONT>         * @param y Y coordinate<a name="line.126"></a>
<FONT color="green">127</FONT>         * @param z Z coordinate<a name="line.127"></a>
<FONT color="green">128</FONT>         * @param w W coordinate<a name="line.128"></a>
<FONT color="green">129</FONT>         * @return Noise at given location, from range -1 to 1<a name="line.129"></a>
<FONT color="green">130</FONT>         */<a name="line.130"></a>
<FONT color="green">131</FONT>        public static double getNoise(double x, double y, double z, double w) {<a name="line.131"></a>
<FONT color="green">132</FONT>            return instance.noise(x, y, z, w);<a name="line.132"></a>
<FONT color="green">133</FONT>        }<a name="line.133"></a>
<FONT color="green">134</FONT>    <a name="line.134"></a>
<FONT color="green">135</FONT>        @Override<a name="line.135"></a>
<FONT color="green">136</FONT>        public double noise(double xin, double yin, double zin) {<a name="line.136"></a>
<FONT color="green">137</FONT>            xin += offsetX;<a name="line.137"></a>
<FONT color="green">138</FONT>            yin += offsetY;<a name="line.138"></a>
<FONT color="green">139</FONT>            zin += offsetZ;<a name="line.139"></a>
<FONT color="green">140</FONT>    <a name="line.140"></a>
<FONT color="green">141</FONT>            double n0, n1, n2, n3; // Noise contributions from the four corners<a name="line.141"></a>
<FONT color="green">142</FONT>    <a name="line.142"></a>
<FONT color="green">143</FONT>            // Skew the input space to determine which simplex cell we're in<a name="line.143"></a>
<FONT color="green">144</FONT>            double s = (xin + yin + zin) * F3; // Very nice and simple skew factor for 3D<a name="line.144"></a>
<FONT color="green">145</FONT>            int i = floor(xin + s);<a name="line.145"></a>
<FONT color="green">146</FONT>            int j = floor(yin + s);<a name="line.146"></a>
<FONT color="green">147</FONT>            int k = floor(zin + s);<a name="line.147"></a>
<FONT color="green">148</FONT>            double t = (i + j + k) * G3;<a name="line.148"></a>
<FONT color="green">149</FONT>            double X0 = i - t; // Unskew the cell origin back to (x,y,z) space<a name="line.149"></a>
<FONT color="green">150</FONT>            double Y0 = j - t;<a name="line.150"></a>
<FONT color="green">151</FONT>            double Z0 = k - t;<a name="line.151"></a>
<FONT color="green">152</FONT>            double x0 = xin - X0; // The x,y,z distances from the cell origin<a name="line.152"></a>
<FONT color="green">153</FONT>            double y0 = yin - Y0;<a name="line.153"></a>
<FONT color="green">154</FONT>            double z0 = zin - Z0;<a name="line.154"></a>
<FONT color="green">155</FONT>    <a name="line.155"></a>
<FONT color="green">156</FONT>            // For the 3D case, the simplex shape is a slightly irregular tetrahedron.<a name="line.156"></a>
<FONT color="green">157</FONT>    <a name="line.157"></a>
<FONT color="green">158</FONT>            // Determine which simplex we are in.<a name="line.158"></a>
<FONT color="green">159</FONT>            int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords<a name="line.159"></a>
<FONT color="green">160</FONT>            int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords<a name="line.160"></a>
<FONT color="green">161</FONT>            if (x0 &gt;= y0) {<a name="line.161"></a>
<FONT color="green">162</FONT>                if (y0 &gt;= z0) {<a name="line.162"></a>
<FONT color="green">163</FONT>                    i1 = 1;<a name="line.163"></a>
<FONT color="green">164</FONT>                    j1 = 0;<a name="line.164"></a>
<FONT color="green">165</FONT>                    k1 = 0;<a name="line.165"></a>
<FONT color="green">166</FONT>                    i2 = 1;<a name="line.166"></a>
<FONT color="green">167</FONT>                    j2 = 1;<a name="line.167"></a>
<FONT color="green">168</FONT>                    k2 = 0;<a name="line.168"></a>
<FONT color="green">169</FONT>                } // X Y Z order<a name="line.169"></a>
<FONT color="green">170</FONT>                else if (x0 &gt;= z0) {<a name="line.170"></a>
<FONT color="green">171</FONT>                    i1 = 1;<a name="line.171"></a>
<FONT color="green">172</FONT>                    j1 = 0;<a name="line.172"></a>
<FONT color="green">173</FONT>                    k1 = 0;<a name="line.173"></a>
<FONT color="green">174</FONT>                    i2 = 1;<a name="line.174"></a>
<FONT color="green">175</FONT>                    j2 = 0;<a name="line.175"></a>
<FONT color="green">176</FONT>                    k2 = 1;<a name="line.176"></a>
<FONT color="green">177</FONT>                } // X Z Y order<a name="line.177"></a>
<FONT color="green">178</FONT>                else {<a name="line.178"></a>
<FONT color="green">179</FONT>                    i1 = 0;<a name="line.179"></a>
<FONT color="green">180</FONT>                    j1 = 0;<a name="line.180"></a>
<FONT color="green">181</FONT>                    k1 = 1;<a name="line.181"></a>
<FONT color="green">182</FONT>                    i2 = 1;<a name="line.182"></a>
<FONT color="green">183</FONT>                    j2 = 0;<a name="line.183"></a>
<FONT color="green">184</FONT>                    k2 = 1;<a name="line.184"></a>
<FONT color="green">185</FONT>                } // Z X Y order<a name="line.185"></a>
<FONT color="green">186</FONT>            } else { // x0&lt;y0<a name="line.186"></a>
<FONT color="green">187</FONT>                if (y0 &lt; z0) {<a name="line.187"></a>
<FONT color="green">188</FONT>                    i1 = 0;<a name="line.188"></a>
<FONT color="green">189</FONT>                    j1 = 0;<a name="line.189"></a>
<FONT color="green">190</FONT>                    k1 = 1;<a name="line.190"></a>
<FONT color="green">191</FONT>                    i2 = 0;<a name="line.191"></a>
<FONT color="green">192</FONT>                    j2 = 1;<a name="line.192"></a>
<FONT color="green">193</FONT>                    k2 = 1;<a name="line.193"></a>
<FONT color="green">194</FONT>                } // Z Y X order<a name="line.194"></a>
<FONT color="green">195</FONT>                else if (x0 &lt; z0) {<a name="line.195"></a>
<FONT color="green">196</FONT>                    i1 = 0;<a name="line.196"></a>
<FONT color="green">197</FONT>                    j1 = 1;<a name="line.197"></a>
<FONT color="green">198</FONT>                    k1 = 0;<a name="line.198"></a>
<FONT color="green">199</FONT>                    i2 = 0;<a name="line.199"></a>
<FONT color="green">200</FONT>                    j2 = 1;<a name="line.200"></a>
<FONT color="green">201</FONT>                    k2 = 1;<a name="line.201"></a>
<FONT color="green">202</FONT>                } // Y Z X order<a name="line.202"></a>
<FONT color="green">203</FONT>                else {<a name="line.203"></a>
<FONT color="green">204</FONT>                    i1 = 0;<a name="line.204"></a>
<FONT color="green">205</FONT>                    j1 = 1;<a name="line.205"></a>
<FONT color="green">206</FONT>                    k1 = 0;<a name="line.206"></a>
<FONT color="green">207</FONT>                    i2 = 1;<a name="line.207"></a>
<FONT color="green">208</FONT>                    j2 = 1;<a name="line.208"></a>
<FONT color="green">209</FONT>                    k2 = 0;<a name="line.209"></a>
<FONT color="green">210</FONT>                } // Y X Z order<a name="line.210"></a>
<FONT color="green">211</FONT>            }<a name="line.211"></a>
<FONT color="green">212</FONT>    <a name="line.212"></a>
<FONT color="green">213</FONT>            // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),<a name="line.213"></a>
<FONT color="green">214</FONT>            // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and<a name="line.214"></a>
<FONT color="green">215</FONT>            // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where<a name="line.215"></a>
<FONT color="green">216</FONT>            // c = 1/6.<a name="line.216"></a>
<FONT color="green">217</FONT>            double x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords<a name="line.217"></a>
<FONT color="green">218</FONT>            double y1 = y0 - j1 + G3;<a name="line.218"></a>
<FONT color="green">219</FONT>            double z1 = z0 - k1 + G3;<a name="line.219"></a>
<FONT color="green">220</FONT>            double x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords<a name="line.220"></a>
<FONT color="green">221</FONT>            double y2 = y0 - j2 + 2.0 * G3;<a name="line.221"></a>
<FONT color="green">222</FONT>            double z2 = z0 - k2 + 2.0 * G3;<a name="line.222"></a>
<FONT color="green">223</FONT>            double x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords<a name="line.223"></a>
<FONT color="green">224</FONT>            double y3 = y0 - 1.0 + 3.0 * G3;<a name="line.224"></a>
<FONT color="green">225</FONT>            double z3 = z0 - 1.0 + 3.0 * G3;<a name="line.225"></a>
<FONT color="green">226</FONT>    <a name="line.226"></a>
<FONT color="green">227</FONT>            // Work out the hashed gradient indices of the four simplex corners<a name="line.227"></a>
<FONT color="green">228</FONT>            int ii = i &amp; 255;<a name="line.228"></a>
<FONT color="green">229</FONT>            int jj = j &amp; 255;<a name="line.229"></a>
<FONT color="green">230</FONT>            int kk = k &amp; 255;<a name="line.230"></a>
<FONT color="green">231</FONT>            int gi0 = perm[ii + perm[jj + perm[kk]]] % 12;<a name="line.231"></a>
<FONT color="green">232</FONT>            int gi1 = perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]] % 12;<a name="line.232"></a>
<FONT color="green">233</FONT>            int gi2 = perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]] % 12;<a name="line.233"></a>
<FONT color="green">234</FONT>            int gi3 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]] % 12;<a name="line.234"></a>
<FONT color="green">235</FONT>    <a name="line.235"></a>
<FONT color="green">236</FONT>            // Calculate the contribution from the four corners<a name="line.236"></a>
<FONT color="green">237</FONT>            double t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;<a name="line.237"></a>
<FONT color="green">238</FONT>            if (t0 &lt; 0) {<a name="line.238"></a>
<FONT color="green">239</FONT>                n0 = 0.0;<a name="line.239"></a>
<FONT color="green">240</FONT>            } else {<a name="line.240"></a>
<FONT color="green">241</FONT>                t0 *= t0;<a name="line.241"></a>
<FONT color="green">242</FONT>                n0 = t0 * t0 * dot(grad3[gi0], x0, y0, z0);<a name="line.242"></a>
<FONT color="green">243</FONT>            }<a name="line.243"></a>
<FONT color="green">244</FONT>    <a name="line.244"></a>
<FONT color="green">245</FONT>            double t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;<a name="line.245"></a>
<FONT color="green">246</FONT>            if (t1 &lt; 0) {<a name="line.246"></a>
<FONT color="green">247</FONT>                n1 = 0.0;<a name="line.247"></a>
<FONT color="green">248</FONT>            } else {<a name="line.248"></a>
<FONT color="green">249</FONT>                t1 *= t1;<a name="line.249"></a>
<FONT color="green">250</FONT>                n1 = t1 * t1 * dot(grad3[gi1], x1, y1, z1);<a name="line.250"></a>
<FONT color="green">251</FONT>            }<a name="line.251"></a>
<FONT color="green">252</FONT>    <a name="line.252"></a>
<FONT color="green">253</FONT>            double t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;<a name="line.253"></a>
<FONT color="green">254</FONT>            if (t2 &lt; 0) {<a name="line.254"></a>
<FONT color="green">255</FONT>                n2 = 0.0;<a name="line.255"></a>
<FONT color="green">256</FONT>            } else {<a name="line.256"></a>
<FONT color="green">257</FONT>                t2 *= t2;<a name="line.257"></a>
<FONT color="green">258</FONT>                n2 = t2 * t2 * dot(grad3[gi2], x2, y2, z2);<a name="line.258"></a>
<FONT color="green">259</FONT>            }<a name="line.259"></a>
<FONT color="green">260</FONT>    <a name="line.260"></a>
<FONT color="green">261</FONT>            double t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;<a name="line.261"></a>
<FONT color="green">262</FONT>            if (t3 &lt; 0) {<a name="line.262"></a>
<FONT color="green">263</FONT>                n3 = 0.0;<a name="line.263"></a>
<FONT color="green">264</FONT>            } else {<a name="line.264"></a>
<FONT color="green">265</FONT>                t3 *= t3;<a name="line.265"></a>
<FONT color="green">266</FONT>                n3 = t3 * t3 * dot(grad3[gi3], x3, y3, z3);<a name="line.266"></a>
<FONT color="green">267</FONT>            }<a name="line.267"></a>
<FONT color="green">268</FONT>    <a name="line.268"></a>
<FONT color="green">269</FONT>            // Add contributions from each corner to get the final noise value.<a name="line.269"></a>
<FONT color="green">270</FONT>            // The result is scaled to stay just inside [-1,1]<a name="line.270"></a>
<FONT color="green">271</FONT>            return 32.0 * (n0 + n1 + n2 + n3);<a name="line.271"></a>
<FONT color="green">272</FONT>        }<a name="line.272"></a>
<FONT color="green">273</FONT>    <a name="line.273"></a>
<FONT color="green">274</FONT>        @Override<a name="line.274"></a>
<FONT color="green">275</FONT>        public double noise(double xin, double yin) {<a name="line.275"></a>
<FONT color="green">276</FONT>            xin += offsetX;<a name="line.276"></a>
<FONT color="green">277</FONT>            yin += offsetY;<a name="line.277"></a>
<FONT color="green">278</FONT>    <a name="line.278"></a>
<FONT color="green">279</FONT>            double n0, n1, n2; // Noise contributions from the three corners<a name="line.279"></a>
<FONT color="green">280</FONT>    <a name="line.280"></a>
<FONT color="green">281</FONT>            // Skew the input space to determine which simplex cell we're in<a name="line.281"></a>
<FONT color="green">282</FONT>            double s = (xin + yin) * F2; // Hairy factor for 2D<a name="line.282"></a>
<FONT color="green">283</FONT>            int i = floor(xin + s);<a name="line.283"></a>
<FONT color="green">284</FONT>            int j = floor(yin + s);<a name="line.284"></a>
<FONT color="green">285</FONT>            double t = (i + j) * G2;<a name="line.285"></a>
<FONT color="green">286</FONT>            double X0 = i - t; // Unskew the cell origin back to (x,y) space<a name="line.286"></a>
<FONT color="green">287</FONT>            double Y0 = j - t;<a name="line.287"></a>
<FONT color="green">288</FONT>            double x0 = xin - X0; // The x,y distances from the cell origin<a name="line.288"></a>
<FONT color="green">289</FONT>            double y0 = yin - Y0;<a name="line.289"></a>
<FONT color="green">290</FONT>    <a name="line.290"></a>
<FONT color="green">291</FONT>            // For the 2D case, the simplex shape is an equilateral triangle.<a name="line.291"></a>
<FONT color="green">292</FONT>    <a name="line.292"></a>
<FONT color="green">293</FONT>            // Determine which simplex we are in.<a name="line.293"></a>
<FONT color="green">294</FONT>            int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords<a name="line.294"></a>
<FONT color="green">295</FONT>            if (x0 &gt; y0) {<a name="line.295"></a>
<FONT color="green">296</FONT>                i1 = 1;<a name="line.296"></a>
<FONT color="green">297</FONT>                j1 = 0;<a name="line.297"></a>
<FONT color="green">298</FONT>            } // lower triangle, XY order: (0,0)-&gt;(1,0)-&gt;(1,1)<a name="line.298"></a>
<FONT color="green">299</FONT>            else {<a name="line.299"></a>
<FONT color="green">300</FONT>                i1 = 0;<a name="line.300"></a>
<FONT color="green">301</FONT>                j1 = 1;<a name="line.301"></a>
<FONT color="green">302</FONT>            } // upper triangle, YX order: (0,0)-&gt;(0,1)-&gt;(1,1)<a name="line.302"></a>
<FONT color="green">303</FONT>    <a name="line.303"></a>
<FONT color="green">304</FONT>            // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and<a name="line.304"></a>
<FONT color="green">305</FONT>            // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where<a name="line.305"></a>
<FONT color="green">306</FONT>            // c = (3-sqrt(3))/6<a name="line.306"></a>
<FONT color="green">307</FONT>    <a name="line.307"></a>
<FONT color="green">308</FONT>            double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords<a name="line.308"></a>
<FONT color="green">309</FONT>            double y1 = y0 - j1 + G2;<a name="line.309"></a>
<FONT color="green">310</FONT>            double x2 = x0 + G22; // Offsets for last corner in (x,y) unskewed coords<a name="line.310"></a>
<FONT color="green">311</FONT>            double y2 = y0 + G22;<a name="line.311"></a>
<FONT color="green">312</FONT>    <a name="line.312"></a>
<FONT color="green">313</FONT>            // Work out the hashed gradient indices of the three simplex corners<a name="line.313"></a>
<FONT color="green">314</FONT>            int ii = i &amp; 255;<a name="line.314"></a>
<FONT color="green">315</FONT>            int jj = j &amp; 255;<a name="line.315"></a>
<FONT color="green">316</FONT>            int gi0 = perm[ii + perm[jj]] % 12;<a name="line.316"></a>
<FONT color="green">317</FONT>            int gi1 = perm[ii + i1 + perm[jj + j1]] % 12;<a name="line.317"></a>
<FONT color="green">318</FONT>            int gi2 = perm[ii + 1 + perm[jj + 1]] % 12;<a name="line.318"></a>
<FONT color="green">319</FONT>    <a name="line.319"></a>
<FONT color="green">320</FONT>            // Calculate the contribution from the three corners<a name="line.320"></a>
<FONT color="green">321</FONT>            double t0 = 0.5 - x0 * x0 - y0 * y0;<a name="line.321"></a>
<FONT color="green">322</FONT>            if (t0 &lt; 0) {<a name="line.322"></a>
<FONT color="green">323</FONT>                n0 = 0.0;<a name="line.323"></a>
<FONT color="green">324</FONT>            } else {<a name="line.324"></a>
<FONT color="green">325</FONT>                t0 *= t0;<a name="line.325"></a>
<FONT color="green">326</FONT>                n0 = t0 * t0 * dot(grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient<a name="line.326"></a>
<FONT color="green">327</FONT>            }<a name="line.327"></a>
<FONT color="green">328</FONT>    <a name="line.328"></a>
<FONT color="green">329</FONT>            double t1 = 0.5 - x1 * x1 - y1 * y1;<a name="line.329"></a>
<FONT color="green">330</FONT>            if (t1 &lt; 0) {<a name="line.330"></a>
<FONT color="green">331</FONT>                n1 = 0.0;<a name="line.331"></a>
<FONT color="green">332</FONT>            } else {<a name="line.332"></a>
<FONT color="green">333</FONT>                t1 *= t1;<a name="line.333"></a>
<FONT color="green">334</FONT>                n1 = t1 * t1 * dot(grad3[gi1], x1, y1);<a name="line.334"></a>
<FONT color="green">335</FONT>            }<a name="line.335"></a>
<FONT color="green">336</FONT>    <a name="line.336"></a>
<FONT color="green">337</FONT>            double t2 = 0.5 - x2 * x2 - y2 * y2;<a name="line.337"></a>
<FONT color="green">338</FONT>            if (t2 &lt; 0) {<a name="line.338"></a>
<FONT color="green">339</FONT>                n2 = 0.0;<a name="line.339"></a>
<FONT color="green">340</FONT>            } else {<a name="line.340"></a>
<FONT color="green">341</FONT>                t2 *= t2;<a name="line.341"></a>
<FONT color="green">342</FONT>                n2 = t2 * t2 * dot(grad3[gi2], x2, y2);<a name="line.342"></a>
<FONT color="green">343</FONT>            }<a name="line.343"></a>
<FONT color="green">344</FONT>    <a name="line.344"></a>
<FONT color="green">345</FONT>            // Add contributions from each corner to get the final noise value.<a name="line.345"></a>
<FONT color="green">346</FONT>            // The result is scaled to return values in the interval [-1,1].<a name="line.346"></a>
<FONT color="green">347</FONT>            return 70.0 * (n0 + n1 + n2);<a name="line.347"></a>
<FONT color="green">348</FONT>        }<a name="line.348"></a>
<FONT color="green">349</FONT>    <a name="line.349"></a>
<FONT color="green">350</FONT>        /**<a name="line.350"></a>
<FONT color="green">351</FONT>         * Computes and returns the 4D simplex noise for the given coordinates in 4D space<a name="line.351"></a>
<FONT color="green">352</FONT>         *<a name="line.352"></a>
<FONT color="green">353</FONT>         * @param xin X coordinate<a name="line.353"></a>
<FONT color="green">354</FONT>         * @param yin Y coordinate<a name="line.354"></a>
<FONT color="green">355</FONT>         * @param zin Z coordinate<a name="line.355"></a>
<FONT color="green">356</FONT>         * @param win W coordinate<a name="line.356"></a>
<FONT color="green">357</FONT>         * @return Noise at given location, from range -1 to 1<a name="line.357"></a>
<FONT color="green">358</FONT>         */<a name="line.358"></a>
<FONT color="green">359</FONT>        public double noise(double x, double y, double z, double w) {<a name="line.359"></a>
<FONT color="green">360</FONT>            x += offsetX;<a name="line.360"></a>
<FONT color="green">361</FONT>            y += offsetY;<a name="line.361"></a>
<FONT color="green">362</FONT>            z += offsetZ;<a name="line.362"></a>
<FONT color="green">363</FONT>            w += offsetW;<a name="line.363"></a>
<FONT color="green">364</FONT>    <a name="line.364"></a>
<FONT color="green">365</FONT>            double n0, n1, n2, n3, n4; // Noise contributions from the five corners<a name="line.365"></a>
<FONT color="green">366</FONT>    <a name="line.366"></a>
<FONT color="green">367</FONT>            // Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in<a name="line.367"></a>
<FONT color="green">368</FONT>            double s = (x + y + z + w) * F4; // Factor for 4D skewing<a name="line.368"></a>
<FONT color="green">369</FONT>            int i = floor(x + s);<a name="line.369"></a>
<FONT color="green">370</FONT>            int j = floor(y + s);<a name="line.370"></a>
<FONT color="green">371</FONT>            int k = floor(z + s);<a name="line.371"></a>
<FONT color="green">372</FONT>            int l = floor(w + s);<a name="line.372"></a>
<FONT color="green">373</FONT>    <a name="line.373"></a>
<FONT color="green">374</FONT>            double t = (i + j + k + l) * G4; // Factor for 4D unskewing<a name="line.374"></a>
<FONT color="green">375</FONT>            double X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space<a name="line.375"></a>
<FONT color="green">376</FONT>            double Y0 = j - t;<a name="line.376"></a>
<FONT color="green">377</FONT>            double Z0 = k - t;<a name="line.377"></a>
<FONT color="green">378</FONT>            double W0 = l - t;<a name="line.378"></a>
<FONT color="green">379</FONT>            double x0 = x - X0; // The x,y,z,w distances from the cell origin<a name="line.379"></a>
<FONT color="green">380</FONT>            double y0 = y - Y0;<a name="line.380"></a>
<FONT color="green">381</FONT>            double z0 = z - Z0;<a name="line.381"></a>
<FONT color="green">382</FONT>            double w0 = w - W0;<a name="line.382"></a>
<FONT color="green">383</FONT>    <a name="line.383"></a>
<FONT color="green">384</FONT>            // For the 4D case, the simplex is a 4D shape I won't even try to describe.<a name="line.384"></a>
<FONT color="green">385</FONT>            // To find out which of the 24 possible simplices we're in, we need to<a name="line.385"></a>
<FONT color="green">386</FONT>            // determine the magnitude ordering of x0, y0, z0 and w0.<a name="line.386"></a>
<FONT color="green">387</FONT>            // The method below is a good way of finding the ordering of x,y,z,w and<a name="line.387"></a>
<FONT color="green">388</FONT>            // then find the correct traversal order for the simplex we’re in.<a name="line.388"></a>
<FONT color="green">389</FONT>            // First, six pair-wise comparisons are performed between each possible pair<a name="line.389"></a>
<FONT color="green">390</FONT>            // of the four coordinates, and the results are used to add up binary bits<a name="line.390"></a>
<FONT color="green">391</FONT>            // for an integer index.<a name="line.391"></a>
<FONT color="green">392</FONT>            int c1 = (x0 &gt; y0) ? 32 : 0;<a name="line.392"></a>
<FONT color="green">393</FONT>            int c2 = (x0 &gt; z0) ? 16 : 0;<a name="line.393"></a>
<FONT color="green">394</FONT>            int c3 = (y0 &gt; z0) ? 8 : 0;<a name="line.394"></a>
<FONT color="green">395</FONT>            int c4 = (x0 &gt; w0) ? 4 : 0;<a name="line.395"></a>
<FONT color="green">396</FONT>            int c5 = (y0 &gt; w0) ? 2 : 0;<a name="line.396"></a>
<FONT color="green">397</FONT>            int c6 = (z0 &gt; w0) ? 1 : 0;<a name="line.397"></a>
<FONT color="green">398</FONT>            int c = c1 + c2 + c3 + c4 + c5 + c6;<a name="line.398"></a>
<FONT color="green">399</FONT>            int i1, j1, k1, l1; // The integer offsets for the second simplex corner<a name="line.399"></a>
<FONT color="green">400</FONT>            int i2, j2, k2, l2; // The integer offsets for the third simplex corner<a name="line.400"></a>
<FONT color="green">401</FONT>            int i3, j3, k3, l3; // The integer offsets for the fourth simplex corner<a name="line.401"></a>
<FONT color="green">402</FONT>    <a name="line.402"></a>
<FONT color="green">403</FONT>            // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.<a name="line.403"></a>
<FONT color="green">404</FONT>            // Many values of c will never occur, since e.g. x&gt;y&gt;z&gt;w makes x&lt;z, y&lt;w and x&lt;w<a name="line.404"></a>
<FONT color="green">405</FONT>            // impossible. Only the 24 indices which have non-zero entries make any sense.<a name="line.405"></a>
<FONT color="green">406</FONT>            // We use a thresholding to set the coordinates in turn from the largest magnitude.<a name="line.406"></a>
<FONT color="green">407</FONT>    <a name="line.407"></a>
<FONT color="green">408</FONT>            // The number 3 in the "simplex" array is at the position of the largest coordinate.<a name="line.408"></a>
<FONT color="green">409</FONT>            i1 = simplex[c][0] &gt;= 3 ? 1 : 0;<a name="line.409"></a>
<FONT color="green">410</FONT>            j1 = simplex[c][1] &gt;= 3 ? 1 : 0;<a name="line.410"></a>
<FONT color="green">411</FONT>            k1 = simplex[c][2] &gt;= 3 ? 1 : 0;<a name="line.411"></a>
<FONT color="green">412</FONT>            l1 = simplex[c][3] &gt;= 3 ? 1 : 0;<a name="line.412"></a>
<FONT color="green">413</FONT>    <a name="line.413"></a>
<FONT color="green">414</FONT>            // The number 2 in the "simplex" array is at the second largest coordinate.<a name="line.414"></a>
<FONT color="green">415</FONT>            i2 = simplex[c][0] &gt;= 2 ? 1 : 0;<a name="line.415"></a>
<FONT color="green">416</FONT>            j2 = simplex[c][1] &gt;= 2 ? 1 : 0;<a name="line.416"></a>
<FONT color="green">417</FONT>            k2 = simplex[c][2] &gt;= 2 ? 1 : 0;<a name="line.417"></a>
<FONT color="green">418</FONT>            l2 = simplex[c][3] &gt;= 2 ? 1 : 0;<a name="line.418"></a>
<FONT color="green">419</FONT>    <a name="line.419"></a>
<FONT color="green">420</FONT>            // The number 1 in the "simplex" array is at the second smallest coordinate.<a name="line.420"></a>
<FONT color="green">421</FONT>            i3 = simplex[c][0] &gt;= 1 ? 1 : 0;<a name="line.421"></a>
<FONT color="green">422</FONT>            j3 = simplex[c][1] &gt;= 1 ? 1 : 0;<a name="line.422"></a>
<FONT color="green">423</FONT>            k3 = simplex[c][2] &gt;= 1 ? 1 : 0;<a name="line.423"></a>
<FONT color="green">424</FONT>            l3 = simplex[c][3] &gt;= 1 ? 1 : 0;<a name="line.424"></a>
<FONT color="green">425</FONT>    <a name="line.425"></a>
<FONT color="green">426</FONT>            // The fifth corner has all coordinate offsets = 1, so no need to look that up.<a name="line.426"></a>
<FONT color="green">427</FONT>    <a name="line.427"></a>
<FONT color="green">428</FONT>            double x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords<a name="line.428"></a>
<FONT color="green">429</FONT>            double y1 = y0 - j1 + G4;<a name="line.429"></a>
<FONT color="green">430</FONT>            double z1 = z0 - k1 + G4;<a name="line.430"></a>
<FONT color="green">431</FONT>            double w1 = w0 - l1 + G4;<a name="line.431"></a>
<FONT color="green">432</FONT>    <a name="line.432"></a>
<FONT color="green">433</FONT>            double x2 = x0 - i2 + G42; // Offsets for third corner in (x,y,z,w) coords<a name="line.433"></a>
<FONT color="green">434</FONT>            double y2 = y0 - j2 + G42;<a name="line.434"></a>
<FONT color="green">435</FONT>            double z2 = z0 - k2 + G42;<a name="line.435"></a>
<FONT color="green">436</FONT>            double w2 = w0 - l2 + G42;<a name="line.436"></a>
<FONT color="green">437</FONT>    <a name="line.437"></a>
<FONT color="green">438</FONT>            double x3 = x0 - i3 + G43; // Offsets for fourth corner in (x,y,z,w) coords<a name="line.438"></a>
<FONT color="green">439</FONT>            double y3 = y0 - j3 + G43;<a name="line.439"></a>
<FONT color="green">440</FONT>            double z3 = z0 - k3 + G43;<a name="line.440"></a>
<FONT color="green">441</FONT>            double w3 = w0 - l3 + G43;<a name="line.441"></a>
<FONT color="green">442</FONT>    <a name="line.442"></a>
<FONT color="green">443</FONT>            double x4 = x0 + G44; // Offsets for last corner in (x,y,z,w) coords<a name="line.443"></a>
<FONT color="green">444</FONT>            double y4 = y0 + G44;<a name="line.444"></a>
<FONT color="green">445</FONT>            double z4 = z0 + G44;<a name="line.445"></a>
<FONT color="green">446</FONT>            double w4 = w0 + G44;<a name="line.446"></a>
<FONT color="green">447</FONT>    <a name="line.447"></a>
<FONT color="green">448</FONT>            // Work out the hashed gradient indices of the five simplex corners<a name="line.448"></a>
<FONT color="green">449</FONT>            int ii = i &amp; 255;<a name="line.449"></a>
<FONT color="green">450</FONT>            int jj = j &amp; 255;<a name="line.450"></a>
<FONT color="green">451</FONT>            int kk = k &amp; 255;<a name="line.451"></a>
<FONT color="green">452</FONT>            int ll = l &amp; 255;<a name="line.452"></a>
<FONT color="green">453</FONT>    <a name="line.453"></a>
<FONT color="green">454</FONT>            int gi0 = perm[ii + perm[jj + perm[kk + perm[ll]]]] % 32;<a name="line.454"></a>
<FONT color="green">455</FONT>            int gi1 = perm[ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]]] % 32;<a name="line.455"></a>
<FONT color="green">456</FONT>            int gi2 = perm[ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]]] % 32;<a name="line.456"></a>
<FONT color="green">457</FONT>            int gi3 = perm[ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]]] % 32;<a name="line.457"></a>
<FONT color="green">458</FONT>            int gi4 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] % 32;<a name="line.458"></a>
<FONT color="green">459</FONT>    <a name="line.459"></a>
<FONT color="green">460</FONT>            // Calculate the contribution from the five corners<a name="line.460"></a>
<FONT color="green">461</FONT>            double t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;<a name="line.461"></a>
<FONT color="green">462</FONT>            if (t0 &lt; 0) {<a name="line.462"></a>
<FONT color="green">463</FONT>                n0 = 0.0;<a name="line.463"></a>
<FONT color="green">464</FONT>            } else {<a name="line.464"></a>
<FONT color="green">465</FONT>                t0 *= t0;<a name="line.465"></a>
<FONT color="green">466</FONT>                n0 = t0 * t0 * dot(grad4[gi0], x0, y0, z0, w0);<a name="line.466"></a>
<FONT color="green">467</FONT>            }<a name="line.467"></a>
<FONT color="green">468</FONT>    <a name="line.468"></a>
<FONT color="green">469</FONT>            double t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;<a name="line.469"></a>
<FONT color="green">470</FONT>            if (t1 &lt; 0) {<a name="line.470"></a>
<FONT color="green">471</FONT>                n1 = 0.0;<a name="line.471"></a>
<FONT color="green">472</FONT>            } else {<a name="line.472"></a>
<FONT color="green">473</FONT>                t1 *= t1;<a name="line.473"></a>
<FONT color="green">474</FONT>                n1 = t1 * t1 * dot(grad4[gi1], x1, y1, z1, w1);<a name="line.474"></a>
<FONT color="green">475</FONT>            }<a name="line.475"></a>
<FONT color="green">476</FONT>    <a name="line.476"></a>
<FONT color="green">477</FONT>            double t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;<a name="line.477"></a>
<FONT color="green">478</FONT>            if (t2 &lt; 0) {<a name="line.478"></a>
<FONT color="green">479</FONT>                n2 = 0.0;<a name="line.479"></a>
<FONT color="green">480</FONT>            } else {<a name="line.480"></a>
<FONT color="green">481</FONT>                t2 *= t2;<a name="line.481"></a>
<FONT color="green">482</FONT>                n2 = t2 * t2 * dot(grad4[gi2], x2, y2, z2, w2);<a name="line.482"></a>
<FONT color="green">483</FONT>            }<a name="line.483"></a>
<FONT color="green">484</FONT>    <a name="line.484"></a>
<FONT color="green">485</FONT>            double t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;<a name="line.485"></a>
<FONT color="green">486</FONT>            if (t3 &lt; 0) {<a name="line.486"></a>
<FONT color="green">487</FONT>                n3 = 0.0;<a name="line.487"></a>
<FONT color="green">488</FONT>            } else {<a name="line.488"></a>
<FONT color="green">489</FONT>                t3 *= t3;<a name="line.489"></a>
<FONT color="green">490</FONT>                n3 = t3 * t3 * dot(grad4[gi3], x3, y3, z3, w3);<a name="line.490"></a>
<FONT color="green">491</FONT>            }<a name="line.491"></a>
<FONT color="green">492</FONT>    <a name="line.492"></a>
<FONT color="green">493</FONT>            double t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;<a name="line.493"></a>
<FONT color="green">494</FONT>            if (t4 &lt; 0) {<a name="line.494"></a>
<FONT color="green">495</FONT>                n4 = 0.0;<a name="line.495"></a>
<FONT color="green">496</FONT>            } else {<a name="line.496"></a>
<FONT color="green">497</FONT>                t4 *= t4;<a name="line.497"></a>
<FONT color="green">498</FONT>                n4 = t4 * t4 * dot(grad4[gi4], x4, y4, z4, w4);<a name="line.498"></a>
<FONT color="green">499</FONT>            }<a name="line.499"></a>
<FONT color="green">500</FONT>    <a name="line.500"></a>
<FONT color="green">501</FONT>            // Sum up and scale the result to cover the range [-1,1]<a name="line.501"></a>
<FONT color="green">502</FONT>            return 27.0 * (n0 + n1 + n2 + n3 + n4);<a name="line.502"></a>
<FONT color="green">503</FONT>        }<a name="line.503"></a>
<FONT color="green">504</FONT>    <a name="line.504"></a>
<FONT color="green">505</FONT>        /**<a name="line.505"></a>
<FONT color="green">506</FONT>         * Gets the singleton unseeded instance of this generator<a name="line.506"></a>
<FONT color="green">507</FONT>         *<a name="line.507"></a>
<FONT color="green">508</FONT>         * @return Singleton<a name="line.508"></a>
<FONT color="green">509</FONT>         */<a name="line.509"></a>
<FONT color="green">510</FONT>        public static SimplexNoiseGenerator getInstance() {<a name="line.510"></a>
<FONT color="green">511</FONT>            return instance;<a name="line.511"></a>
<FONT color="green">512</FONT>        }<a name="line.512"></a>
<FONT color="green">513</FONT>    }<a name="line.513"></a>




























































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